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Display
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  SUMMARY:&nbsp;NESTED&nbsp;|&nbsp;<A HREF="#field_summary">FIELD</A>&nbsp;|&nbsp;CONSTR&nbsp;|&nbsp;<A HREF="#method_summary">METHOD</A></FONT></TD>
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com.sun.lwuit</FONT>
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Class Display</H2>
<PRE>
java.lang.Object
  <IMG SRC="../../../resources/inherit.gif" ALT="extended by "><B>com.sun.lwuit.Display</B>
</PRE>
<HR>
<DL>
<DT><PRE>public final class <B>Display</B><DT>extends java.lang.Object</DL>
</PRE>

<P>
Central class for the API that manages rendering/events and is used to place top
 level components (<A HREF="../../../com/sun/lwuit/Form.html" title="class in com.sun.lwuit"><CODE>Form</CODE></A>) on the "display". Before any Form is shown the Developer must
 invoke Display.init(Object m) in order to register the current MIDlet.
 <p>This class handles the main thread for the toolkit referenced here on as the EDT
 (Event Dispatch Thread) similar to the Swing EDT. This thread encapsulates the platform
 specific event delivery and painting semantics and enables threading features such as
 animations etc...
 <p>The EDT should not be blocked since paint operations and events would also be blocked
 in much the same way as they would be in other platforms. In order to serialize calls back
 into the EDT use the methods <A HREF="../../../com/sun/lwuit/Display.html#callSerially(java.lang.Runnable)"><CODE>callSerially(java.lang.Runnable)</CODE></A> &amp; <A HREF="../../../com/sun/lwuit/Display.html#callSeriallyAndWait(java.lang.Runnable)"><CODE>callSeriallyAndWait(java.lang.Runnable)</CODE></A>.
 <p>Notice that all LWUIT calls occur on the EDT (events, painting, animations etc...), LWUIT
 should normally be manipulated on the EDT as well (hence the <A HREF="../../../com/sun/lwuit/Display.html#callSerially(java.lang.Runnable)"><CODE>callSerially(java.lang.Runnable)</CODE></A> &amp;
 <A HREF="../../../com/sun/lwuit/Display.html#callSeriallyAndWait(java.lang.Runnable)"><CODE>callSeriallyAndWait(java.lang.Runnable)</CODE></A> methods). Theoretically it should be possible to manipulate
 some LWUIT features from other threads but this can't be guaranteed to work for all use cases.
<P>

<P>
<HR>

<P>
<!-- =========== FIELD SUMMARY =========== -->

<A NAME="field_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Field Summary</B></FONT></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#COMMAND_BEHAVIOR_BUTTON_BAR">COMMAND_BEHAVIOR_BUTTON_BAR</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates that commands should be added to an always visible bar at the
 bottom of the form.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#COMMAND_BEHAVIOR_BUTTON_BAR_TITLE_BACK">COMMAND_BEHAVIOR_BUTTON_BAR_TITLE_BACK</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Identical to the bar behavior, places the back command within the title bar
 of the form/dialg</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#COMMAND_BEHAVIOR_BUTTON_BAR_TITLE_RIGHT">COMMAND_BEHAVIOR_BUTTON_BAR_TITLE_RIGHT</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Places all commands on the right side of the title bar with a uniform size
 grid layout</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#COMMAND_BEHAVIOR_DEFAULT">COMMAND_BEHAVIOR_DEFAULT</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates that the LWUIT implementation should decide internally the command
 behavior most appropriate for this platform.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#COMMAND_BEHAVIOR_NATIVE">COMMAND_BEHAVIOR_NATIVE</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates that commands should try to add themselves to the native menus</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#COMMAND_BEHAVIOR_SOFTKEY">COMMAND_BEHAVIOR_SOFTKEY</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates the classic LWUIT command behavior where the commands are placed in
 a list within a dialog.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#COMMAND_BEHAVIOR_TOUCH_MENU">COMMAND_BEHAVIOR_TOUCH_MENU</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates the touch menu dialog rendered by LWUIT where commands are placed
 into a scrollable dialog</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#DENSITY_HD">DENSITY_HD</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;HD Up To 1920x1080</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#DENSITY_HIGH">DENSITY_HIGH</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Hi Density Up To 480x854</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#DENSITY_LOW">DENSITY_LOW</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Low Density Up To 240x320</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#DENSITY_MEDIUM">DENSITY_MEDIUM</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Medium Density Up To 360x480</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#DENSITY_VERY_HIGH">DENSITY_VERY_HIGH</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Very Hi Density Up To 1440x720</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#DENSITY_VERY_LOW">DENSITY_VERY_LOW</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Very Low Density 176x220 And Smaller</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#GAME_DOWN">GAME_DOWN</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Game action for down key</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#GAME_FIRE">GAME_FIRE</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Game action for fire</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#GAME_LEFT">GAME_LEFT</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Game action for left key</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#GAME_RIGHT">GAME_RIGHT</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Game action for right key</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#GAME_UP">GAME_UP</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Game action for UP key</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#KEY_POUND">KEY_POUND</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;An attribute that encapsulates '#' int value.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#KEYBOARD_TYPE_HALF_QWERTY">KEYBOARD_TYPE_HALF_QWERTY</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Half QWERTY which needs software assistance for completion</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#KEYBOARD_TYPE_NUMERIC">KEYBOARD_TYPE_NUMERIC</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Numeric keypad keyboard type</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#KEYBOARD_TYPE_QWERTY">KEYBOARD_TYPE_QWERTY</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Full QWERTY keypad keyboard type, even if a numeric keyboard also exists</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#KEYBOARD_TYPE_UNKNOWN">KEYBOARD_TYPE_UNKNOWN</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Unknown keyboard type is the default indicating the software should try
 to detect the keyboard type if necessary</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#KEYBOARD_TYPE_VIRTUAL">KEYBOARD_TYPE_VIRTUAL</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Touch device without a physical keyboard that should popup a keyboad</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#SHOW_DURING_EDIT_ALLOW_DISCARD">SHOW_DURING_EDIT_ALLOW_DISCARD</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Allow show to occur during edit and discard all user input at this moment</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#SHOW_DURING_EDIT_ALLOW_SAVE">SHOW_DURING_EDIT_ALLOW_SAVE</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Allow show to occur during edit and save all user input at this moment</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#SHOW_DURING_EDIT_EXCEPTION">SHOW_DURING_EDIT_EXCEPTION</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;If show is called while editing text in the native text box an exception is thrown</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#SHOW_DURING_EDIT_IGNORE">SHOW_DURING_EDIT_IGNORE</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Ignore all calls to show occurring during edit, they are discarded immediately</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#SHOW_DURING_EDIT_SET_AS_NEXT">SHOW_DURING_EDIT_SET_AS_NEXT</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Show will update the current form to which the OK button of the text box
 will return</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#SOUND_TYPE_ALARM">SOUND_TYPE_ALARM</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A common sound type that can be used with playBuiltinSound</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#SOUND_TYPE_BUTTON_PRESS">SOUND_TYPE_BUTTON_PRESS</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A common sound type that can be used with playBuiltinSound</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#SOUND_TYPE_CONFIRMATION">SOUND_TYPE_CONFIRMATION</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A common sound type that can be used with playBuiltinSound</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#SOUND_TYPE_ERROR">SOUND_TYPE_ERROR</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A common sound type that can be used with playBuiltinSound</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#SOUND_TYPE_INFO">SOUND_TYPE_INFO</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A common sound type that can be used with playBuiltinSound</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#SOUND_TYPE_WARNING">SOUND_TYPE_WARNING</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A common sound type that can be used with playBuiltinSound</TD>
</TR>
</TABLE>
&nbsp;
<!-- ========== METHOD SUMMARY =========== -->

<A NAME="method_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Method Summary</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#addEdtErrorHandler(com.sun.lwuit.events.ActionListener)">addEdtErrorHandler</A></B>(<A HREF="../../../com/sun/lwuit/events/ActionListener.html" title="interface in com.sun.lwuit.events">ActionListener</A>&nbsp;e)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;An error handler will receive an action event with the source exception from the EDT
 once an error handler is installed the default LWUIT error dialog will no longer appear</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#callSerially(java.lang.Runnable)">callSerially</A></B>(java.lang.Runnable&nbsp;r)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Causes the runnable to be invoked on the event dispatch thread.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#callSeriallyAndWait(java.lang.Runnable)">callSeriallyAndWait</A></B>(java.lang.Runnable&nbsp;r)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Identical to callSerially with the added benefit of waiting for the Runnable method to complete.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#callSeriallyAndWait(java.lang.Runnable, int)">callSeriallyAndWait</A></B>(java.lang.Runnable&nbsp;r,
                    int&nbsp;timeout)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Identical to callSerially with the added benefit of waiting for the Runnable method to complete.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#canForceOrientation()">canForceOrientation</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns true if the device allows forcing the orientation via code, feature phones do not allow this
 although some include a jad property allowing for this feature</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#cleanupAudio(java.lang.Object)">cleanupAudio</A></B>(java.lang.Object&nbsp;handle)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Stops the audio playback and cleans up the resources related to it immediately.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#convertBidiLogicalToVisual(java.lang.String)">convertBidiLogicalToVisual</A></B>(java.lang.String&nbsp;s)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Converts the given string from logical bidi layout to visual bidi layout so
 it can be rendered properly on the screen.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#convertToPixels(int, boolean)">convertToPixels</A></B>(int&nbsp;dipCount,
                boolean&nbsp;horizontal)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Converts the dips count to pixels, dips are roughly 1mm in length.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#copyToClipboard(java.lang.Object)">copyToClipboard</A></B>(java.lang.Object&nbsp;obj)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Performs a clipboard copy operation, if the native clipboard is supported by the implementation it would be used</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.Object</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#createAudio(java.io.InputStream, java.lang.String)">createAudio</A></B>(java.io.InputStream&nbsp;stream,
            java.lang.String&nbsp;mimeType)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Create the sound in the given stream
 Notice that an audio is "auto destroyed" on completion and cannot be played
 twice!</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.Object</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#createAudio(java.io.InputStream, java.lang.String, java.lang.Runnable)">createAudio</A></B>(java.io.InputStream&nbsp;stream,
            java.lang.String&nbsp;mimeType,
            java.lang.Runnable&nbsp;onCompletion)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Create the sound in the given stream
 Notice that an audio is "auto destroyed" on completion and cannot be played
 twice!</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.Object</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#createAudio(java.lang.String)">createAudio</A></B>(java.lang.String&nbsp;uri)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Creates a sound in the given URI which is partially platform specific.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.Object</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#createAudio(java.lang.String, java.lang.Runnable)">createAudio</A></B>(java.lang.String&nbsp;uri,
            java.lang.Runnable&nbsp;onCompletion)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Creates a sound in the given URI which is partially platform specific.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.Object</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#createSoftWeakRef(java.lang.Object)">createSoftWeakRef</A></B>(java.lang.Object&nbsp;o)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Creates a soft/weak reference to an object that allows it to be collected
 yet caches it.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#deinitialize()">deinitialize</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Closes down the EDT and LWUIT, under normal conditions this method is completely unnecessary
 since exiting the application will shut down LWUIT.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#editString(com.sun.lwuit.Component, int, int, java.lang.String)">editString</A></B>(<A HREF="../../../com/sun/lwuit/Component.html" title="class in com.sun.lwuit">Component</A>&nbsp;cmp,
           int&nbsp;maxSize,
           int&nbsp;constraint,
           java.lang.String&nbsp;text)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Encapsulates the editing code which is specific to the platform, some platforms
 would allow "in place editing" MIDP does not.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#editString(com.sun.lwuit.Component, int, int, java.lang.String, int)">editString</A></B>(<A HREF="../../../com/sun/lwuit/Component.html" title="class in com.sun.lwuit">Component</A>&nbsp;cmp,
           int&nbsp;maxSize,
           int&nbsp;constraint,
           java.lang.String&nbsp;text,
           int&nbsp;initiatingKeycode)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Encapsulates the editing code which is specific to the platform, some platforms
 would allow "in place editing" MIDP does not.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#execute(java.lang.String)">execute</A></B>(java.lang.String&nbsp;url)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Executes the given URL on the native platform</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#exitApplication()">exitApplication</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Exits the application...</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.Object</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#extractHardRef(java.lang.Object)">extractHardRef</A></B>(java.lang.Object&nbsp;o)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Extracts the hard reference from the soft/weak reference given</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#flashBacklight(int)">flashBacklight</A></B>(int&nbsp;duration)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Flash the backlight of the device for the given length of time</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getAudioDuration(java.lang.Object)">getAudioDuration</A></B>(java.lang.Object&nbsp;handle)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the length in seconds of the audio file</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getAudioTime(java.lang.Object)">getAudioTime</A></B>(java.lang.Object&nbsp;handle)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the time in seconds in the audio file</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getCharLocation(java.lang.String, int)">getCharLocation</A></B>(java.lang.String&nbsp;source,
                int&nbsp;index)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the index of the given char within the source string, the actual
 index isn't necessarily the same when bidi is involved
 See <a href="http://www.w3.org/International/articles/inline-bidi-markup/#visual">this</a>
 for more on visual vs. logical ordering.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getCommandBehavior()">getCommandBehavior</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates the way commands should be added to a form as one of the ocmmand constants defined
 in this class</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../com/sun/lwuit/Form.html" title="class in com.sun.lwuit">Form</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getCurrent()">getCurrent</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return the form currently displayed on the screen or null if no form is
 currently displayed.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../com/sun/lwuit/impl/VirtualKeyboardInterface.html" title="interface in com.sun.lwuit.impl">VirtualKeyboardInterface</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getDefaultVirtualKeyboard()">getDefaultVirtualKeyboard</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the default virtual keyboard or null if the VirtualKeyboard is disabled</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getDeviceDensity()">getDeviceDensity</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns one of the density variables appropriate for this device, notice that
 density doesn't alwyas correspond to resolution and an implementation might
 decide to change the density based on DPI constraints.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getDisplayHeight()">getDisplayHeight</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return the height of the display</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getDisplayWidth()">getDisplayWidth</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return the width of the display</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getDragSpeed(boolean)">getDragSpeed</A></B>(boolean&nbsp;yAxis)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;This method returns the dragging speed based on the latest dragged
 events</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getDragStartPercentage()">getDragStartPercentage</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;This method allows us to manipulate the drag started detection logic.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getFrameRate()">getFrameRate</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates the maximum frames the API will try to draw every second</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getGameAction(int)">getGameAction</A></B>(int&nbsp;keyCode)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the game action code matching the given key combination</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../com/sun/lwuit/impl/LWUITImplementation.html" title="class in com.sun.lwuit.impl">LWUITImplementation</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getImplementation()">getImplementation</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;<A HREF="../../../com/sun/lwuit/Display.html" title="class in com.sun.lwuit">Display</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getInstance()">getInstance</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return the Display instance</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getKeyboardType()">getKeyboardType</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the type of the input device one of:
 KEYBOARD_TYPE_UNKNOWN, KEYBOARD_TYPE_NUMERIC, KEYBOARD_TYPE_QWERTY,
 KEYBOARD_TYPE_VIRTUAL, KEYBOARD_TYPE_HALF_QWERTY</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getKeyCode(int)">getKeyCode</A></B>(int&nbsp;gameAction)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<B>Deprecated.</B>&nbsp;<I>this method doesn't work properly across device and is mocked up here
 mostly for the case of unit testing. Do not use it for anything other than that! Do
 not rely on getKeyCode(GAME_*) == keyCodeFromKeyEvent, this will never actually happen!</I></TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.Object</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getPasteDataFromClipboard()">getPasteDataFromClipboard</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the current content of the clipboard</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getProperty(java.lang.String, java.lang.String)">getProperty</A></B>(java.lang.String&nbsp;key,
            java.lang.String&nbsp;defaultValue)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the property from the underlying platform deployment or the default
 value if no deployment values are supported.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.io.InputStream</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getResourceAsStream(java.lang.Class, java.lang.String)">getResourceAsStream</A></B>(java.lang.Class&nbsp;cls,
                    java.lang.String&nbsp;resource)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;This method is essentially equivalent to cls.getResourceAsStream(String)
 however some platforms might define unique ways in which to load resources
 within the implementation.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getShowDuringEditBehavior()">getShowDuringEditBehavior</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the status of the show during edit flag</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.String[]</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getSupportedVirtualKeyboard()">getSupportedVirtualKeyboard</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns all platform supported virtual keyboards names</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#getVolume()">getVolume</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the media playback volume in percentage</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#hasDragOccured()">hasDragOccured</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;This method should be invoked by components that broadcast events on the pointerReleased callback.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#hasNativeTheme()">hasNativeTheme</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates if the implemenetation has a native underlying theme</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#hideNotify()">hideNotify</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Broadcasts hide notify into LWUIT, this method is invoked by the LWUIT implementation
 to notify LWUIT of hideNotify events</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#init(java.lang.Object)">init</A></B>(java.lang.Object&nbsp;m)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;This is the Display initialization method.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#installBuiltinSound(java.lang.String, java.io.InputStream)">installBuiltinSound</A></B>(java.lang.String&nbsp;soundIdentifier,
                    java.io.InputStream&nbsp;data)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Installs a replacement sound as the builtin sound responsible for the given
 sound identifier (this will override the system sound if such a sound exists).</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#installNativeTheme()">installNativeTheme</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Installs the native theme, this is only applicable if hasNativeTheme() returned true.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#invokeAndBlock(java.lang.Runnable)">invokeAndBlock</A></B>(java.lang.Runnable&nbsp;r)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Invokes runnable and blocks the current thread, if the current thread is the
 edt it will still be blocked however a separate thread would be launched
 to perform the duties of the EDT while it is blocked.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#invokeAndBlock(java.lang.Runnable, boolean)">invokeAndBlock</A></B>(java.lang.Runnable&nbsp;r,
               boolean&nbsp;dropEvents)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Invokes runnable and blocks the current thread, if the current thread is the
 edt it will still be blocked however a separate thread would be launched
 to perform the duties of the EDT while it is blocked.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isAllowMinimizing()">isAllowMinimizing</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Allows a LWUIT application to minimize without forcing it to the front whenever
 a new dialog is poped up</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isAutoFoldVKBOnFormSwitch()">isAutoFoldVKBOnFormSwitch</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Normally LWUIT folds the VKB when switching forms this field allows us
 to block that behavior.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isBidiAlgorithm()">isBidiAlgorithm</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates whether LWUIT should consider the bidi RTL algorithm
 when drawing text or navigating with the text field cursor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isBuiltinSoundAvailable(java.lang.String)">isBuiltinSoundAvailable</A></B>(java.lang.String&nbsp;soundIdentifier)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates whether a user installed or system sound is available</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isBuiltinSoundsEnabled()">isBuiltinSoundsEnabled</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Allows muting/unmuting the builtin sounds easily</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isClickTouchScreen()">isClickTouchScreen</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates whether the device has a double layer screen thus allowing two
 stages to touch events: click and hover.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isEdt()">isEdt</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns true if we are currently in the event dispatch thread.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isInitialized()">isInitialized</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;This method returns true if the Display is initialized.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isMinimized()">isMinimized</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates whether an application is minimized</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isMultiTouch()">isMultiTouch</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates whether the device supports multi-touch events, this is only
 relevant when touch events are supported</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isNativeCommands()">isNativeCommands</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<B>Deprecated.</B>&nbsp;<I>use getCommandBehavior() == Display.COMMAND_BEHAVIOR_NATIVE</I></TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isNativeInputSupported()">isNativeInputSupported</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates whether the device supports native in place editing in which case
 lightweight input logic shouldn't be used for input.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isPortrait()">isPortrait</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns true if the device is currently in portrait mode</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isPureTouch()">isPureTouch</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A pure touch device has no focus showing when the user is using the touch
 interface.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isRTL(char)">isRTL</A></B>(char&nbsp;c)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns true if the given character is an RTL character</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isTablet()">isTablet</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates whether the device is a tablet, notice that this is often a guess</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isThirdSoftButton()">isThirdSoftButton</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates whether the 3rd softbutton should be supported on this device</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isTouchScreenDevice()">isTouchScreenDevice</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates if this is a touch screen device that will return pen events,
 defaults to true if the device has pen events but can be overriden by
 the developer.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isVirtualKeyboardShowing()">isVirtualKeyboardShowing</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates if the virtual keyboard is currently showing or not</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#keyPressed(int)">keyPressed</A></B>(int&nbsp;keyCode)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pushes a key press event with the given keycode into LWUIT</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#keyReleased(int)">keyReleased</A></B>(int&nbsp;keyCode)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pushes a key release event with the given keycode into LWUIT</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#lockOrientation(boolean)">lockOrientation</A></B>(boolean&nbsp;portrait)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;On devices that return true for canForceOrientation() this method can lock the device orientation
 either to portrait or landscape mode</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#minimizeApplication()">minimizeApplication</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Minimizes the current application if minimization is supported by the platform (may fail).</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#numAlphaLevels()">numAlphaLevels</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return the number of alpha levels supported by the implementation.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#numColors()">numColors</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the number of colors applicable on the device, note that the API
 does not support gray scale devices.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#onEditingComplete(com.sun.lwuit.Component, java.lang.String)">onEditingComplete</A></B>(<A HREF="../../../com/sun/lwuit/Component.html" title="class in com.sun.lwuit">Component</A>&nbsp;c,
                  java.lang.String&nbsp;text)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called by the underlying implementation to indicate that editing in the native
 system has completed and changes should propogate into LWUIT</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#pauseAudio(java.lang.Object)">pauseAudio</A></B>(java.lang.Object&nbsp;handle)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pauses the playback of the audio file</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#playAudio(java.lang.Object)">playAudio</A></B>(java.lang.Object&nbsp;handle)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Starts playing the audio file</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#playBuiltinSound(java.lang.String)">playBuiltinSound</A></B>(java.lang.String&nbsp;soundIdentifier)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Plays a builtin device sound matching the given identifier, implementations
 and themes can offer additional identifiers to the ones that are already built
 in.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#pointerDragged(int[], int[])">pointerDragged</A></B>(int[]&nbsp;x,
               int[]&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pushes a pointer drag event with the given coordinates into LWUIT</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#pointerHover(int[], int[])">pointerHover</A></B>(int[]&nbsp;x,
             int[]&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pushes a pointer hover event with the given coordinates into LWUIT</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#pointerHoverPressed(int[], int[])">pointerHoverPressed</A></B>(int[]&nbsp;x,
                    int[]&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pushes a pointer hover release event with the given coordinates into LWUIT</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#pointerHoverReleased(int[], int[])">pointerHoverReleased</A></B>(int[]&nbsp;x,
                     int[]&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pushes a pointer hover release event with the given coordinates into LWUIT</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#pointerPressed(int[], int[])">pointerPressed</A></B>(int[]&nbsp;x,
               int[]&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pushes a pointer press event with the given coordinates into LWUIT</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#pointerReleased(int[], int[])">pointerReleased</A></B>(int[]&nbsp;x,
                int[]&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pushes a pointer release event with the given coordinates into LWUIT</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#registerVirtualKeyboard(com.sun.lwuit.impl.VirtualKeyboardInterface)">registerVirtualKeyboard</A></B>(<A HREF="../../../com/sun/lwuit/impl/VirtualKeyboardInterface.html" title="interface in com.sun.lwuit.impl">VirtualKeyboardInterface</A>&nbsp;vkb)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Register a virtual keyboard</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#removeEdtErrorHandler(com.sun.lwuit.events.ActionListener)">removeEdtErrorHandler</A></B>(<A HREF="../../../com/sun/lwuit/events/ActionListener.html" title="interface in com.sun.lwuit.events">ActionListener</A>&nbsp;e)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;An error handler will receive an action event with the source exception from the EDT
 once an error handler is installed the default LWUIT error dialog will no longer appear</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#restoreMinimizedApplication()">restoreMinimizedApplication</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Restore the minimized application if minimization is supported by the platform</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setAllowMinimizing(boolean)">setAllowMinimizing</A></B>(boolean&nbsp;allowMinimizing)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Allows a LWUIT application to minimize without forcing it to the front whenever
 a new dialog is poped up</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setAudioTime(java.lang.Object, int)">setAudioTime</A></B>(java.lang.Object&nbsp;handle,
             int&nbsp;time)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the position in the audio file</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setAutoFoldVKBOnFormSwitch(boolean)">setAutoFoldVKBOnFormSwitch</A></B>(boolean&nbsp;autoFoldVKBOnFormSwitch)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Normally LWUIT folds the VKB when switching forms this field allows us
 to block that behavior.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setBidiAlgorithm(boolean)">setBidiAlgorithm</A></B>(boolean&nbsp;activate)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates whether LWUIT should consider the bidi RTL algorithm
 when drawing text or navigating with the text field cursor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setBuiltinSoundsEnabled(boolean)">setBuiltinSoundsEnabled</A></B>(boolean&nbsp;enabled)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Allows muting/unmuting the builtin sounds easily</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setCommandBehavior(int)">setCommandBehavior</A></B>(int&nbsp;commandBehavior)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates the way commands should be added to a form as one of the ocmmand constants defined
 in this class</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setDefaultVirtualKeyboard(com.sun.lwuit.impl.VirtualKeyboardInterface)">setDefaultVirtualKeyboard</A></B>(<A HREF="../../../com/sun/lwuit/impl/VirtualKeyboardInterface.html" title="interface in com.sun.lwuit.impl">VirtualKeyboardInterface</A>&nbsp;vkb)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the default virtual keyboard to be used by the platform</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setDragStartPercentage(int)">setDragStartPercentage</A></B>(int&nbsp;dragStartPercentage)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;This method allows us to manipulate the drag started detection logic.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setFramerate(int)">setFramerate</A></B>(int&nbsp;rate)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates the maximum frames the API will try to draw every second
 by default this is set to 10.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setNativeCommands(boolean)">setNativeCommands</A></B>(boolean&nbsp;nativeCommands)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<B>Deprecated.</B>&nbsp;<I>use setCommandBehavior(Display.COMMAND_BEHAVIOR_NATIVE)</I></TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setNoSleep(boolean)">setNoSleep</A></B>(boolean&nbsp;noSleep)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Calling this method with noSleep=true will cause the edt to run without sleeping.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setProperty(java.lang.String, java.lang.String)">setProperty</A></B>(java.lang.String&nbsp;key,
            java.lang.String&nbsp;value)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets a local property to the application, this method has no effect on the
 implementation code and only allows the user to override the logic of getProperty
 for internal application purposes.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setPureTouch(boolean)">setPureTouch</A></B>(boolean&nbsp;pureTouch)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A pure touch device has no focus showing when the user is using the touch
 interface.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setShowDuringEditBehavior(int)">setShowDuringEditBehavior</A></B>(int&nbsp;showDuringEdit)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Invoking the show() method of a form/dialog while the user is editing
 text in the native text box can have several behaviors: SHOW_DURING_EDIT_IGNORE,
 SHOW_DURING_EDIT_EXCEPTION, SHOW_DURING_EDIT_ALLOW_DISCARD,
 SHOW_DURING_EDIT_ALLOW_SAVE, SHOW_DURING_EDIT_SET_AS_NEXT</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setShowVirtualKeyboard(boolean)">setShowVirtualKeyboard</A></B>(boolean&nbsp;show)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Displays the virtual keyboard on devices that support manually poping up
 the vitual keyboard</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setThirdSoftButton(boolean)">setThirdSoftButton</A></B>(boolean&nbsp;thirdSoftButton)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates whether the 3rd softbutton should be supported on this device</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setTouchScreenDevice(boolean)">setTouchScreenDevice</A></B>(boolean&nbsp;touchScreen)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates if this is a touch screen device that will return pen events,
 defaults to true if the device has pen events but can be overriden by
 the developer.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setTransitionYield(int)">setTransitionYield</A></B>(int&nbsp;transitionD)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates whether a delay should exist between calls to flush graphics during
 transition.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setVolume(int)">setVolume</A></B>(int&nbsp;vol)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the media playback volume in percentage</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#shouldRenderSelection()">shouldRenderSelection</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;This is an internal state flag relevant only for pureTouch mode (otherwise it
 will always be true).</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#shouldRenderSelection(com.sun.lwuit.Component)">shouldRenderSelection</A></B>(<A HREF="../../../com/sun/lwuit/Component.html" title="class in com.sun.lwuit">Component</A>&nbsp;c)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;This is an internal state flag relevant only for pureTouch mode (otherwise it
 will always be true).</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#showNativeScreen(java.lang.Object)">showNativeScreen</A></B>(java.lang.Object&nbsp;nativeFullScreenPeer)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Shows a native Form/Canvas or some other heavyweight native screen</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#showNotify()">showNotify</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Broadcasts show notify into LWUIT, this method is invoked by the LWUIT implementation
 to notify LWUIT of showNotify events</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#sizeChanged(int, int)">sizeChanged</A></B>(int&nbsp;w,
            int&nbsp;h)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Notifies LWUIT of display size changes, this method is invoked by the implementation
 class and is for internal use</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#vibrate(int)">vibrate</A></B>(int&nbsp;duration)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Vibrates the device for the given length of time</TD>
</TR>
</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
</TR>
</TABLE>
&nbsp;
<P>

<!-- ============ FIELD DETAIL =========== -->

<A NAME="field_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Field Detail</B></FONT></TH>
</TR>
</TABLE>

<A NAME="SOUND_TYPE_ALARM"><!-- --></A><H3>
SOUND_TYPE_ALARM</H3>
<PRE>
public static final java.lang.String <B>SOUND_TYPE_ALARM</B></PRE>
<DL>
<DD>A common sound type that can be used with playBuiltinSound
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.SOUND_TYPE_ALARM">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="SOUND_TYPE_CONFIRMATION"><!-- --></A><H3>
SOUND_TYPE_CONFIRMATION</H3>
<PRE>
public static final java.lang.String <B>SOUND_TYPE_CONFIRMATION</B></PRE>
<DL>
<DD>A common sound type that can be used with playBuiltinSound
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.SOUND_TYPE_CONFIRMATION">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="SOUND_TYPE_ERROR"><!-- --></A><H3>
SOUND_TYPE_ERROR</H3>
<PRE>
public static final java.lang.String <B>SOUND_TYPE_ERROR</B></PRE>
<DL>
<DD>A common sound type that can be used with playBuiltinSound
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.SOUND_TYPE_ERROR">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="SOUND_TYPE_INFO"><!-- --></A><H3>
SOUND_TYPE_INFO</H3>
<PRE>
public static final java.lang.String <B>SOUND_TYPE_INFO</B></PRE>
<DL>
<DD>A common sound type that can be used with playBuiltinSound
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.SOUND_TYPE_INFO">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="SOUND_TYPE_WARNING"><!-- --></A><H3>
SOUND_TYPE_WARNING</H3>
<PRE>
public static final java.lang.String <B>SOUND_TYPE_WARNING</B></PRE>
<DL>
<DD>A common sound type that can be used with playBuiltinSound
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.SOUND_TYPE_WARNING">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="SOUND_TYPE_BUTTON_PRESS"><!-- --></A><H3>
SOUND_TYPE_BUTTON_PRESS</H3>
<PRE>
public static final java.lang.String <B>SOUND_TYPE_BUTTON_PRESS</B></PRE>
<DL>
<DD>A common sound type that can be used with playBuiltinSound
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.SOUND_TYPE_BUTTON_PRESS">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="KEYBOARD_TYPE_UNKNOWN"><!-- --></A><H3>
KEYBOARD_TYPE_UNKNOWN</H3>
<PRE>
public static final int <B>KEYBOARD_TYPE_UNKNOWN</B></PRE>
<DL>
<DD>Unknown keyboard type is the default indicating the software should try
 to detect the keyboard type if necessary
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.KEYBOARD_TYPE_UNKNOWN">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="KEYBOARD_TYPE_NUMERIC"><!-- --></A><H3>
KEYBOARD_TYPE_NUMERIC</H3>
<PRE>
public static final int <B>KEYBOARD_TYPE_NUMERIC</B></PRE>
<DL>
<DD>Numeric keypad keyboard type
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.KEYBOARD_TYPE_NUMERIC">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="KEYBOARD_TYPE_QWERTY"><!-- --></A><H3>
KEYBOARD_TYPE_QWERTY</H3>
<PRE>
public static final int <B>KEYBOARD_TYPE_QWERTY</B></PRE>
<DL>
<DD>Full QWERTY keypad keyboard type, even if a numeric keyboard also exists
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.KEYBOARD_TYPE_QWERTY">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="KEYBOARD_TYPE_VIRTUAL"><!-- --></A><H3>
KEYBOARD_TYPE_VIRTUAL</H3>
<PRE>
public static final int <B>KEYBOARD_TYPE_VIRTUAL</B></PRE>
<DL>
<DD>Touch device without a physical keyboard that should popup a keyboad
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.KEYBOARD_TYPE_VIRTUAL">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="KEYBOARD_TYPE_HALF_QWERTY"><!-- --></A><H3>
KEYBOARD_TYPE_HALF_QWERTY</H3>
<PRE>
public static final int <B>KEYBOARD_TYPE_HALF_QWERTY</B></PRE>
<DL>
<DD>Half QWERTY which needs software assistance for completion
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.KEYBOARD_TYPE_HALF_QWERTY">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="DENSITY_VERY_LOW"><!-- --></A><H3>
DENSITY_VERY_LOW</H3>
<PRE>
public static final int <B>DENSITY_VERY_LOW</B></PRE>
<DL>
<DD>Very Low Density 176x220 And Smaller
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.DENSITY_VERY_LOW">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="DENSITY_LOW"><!-- --></A><H3>
DENSITY_LOW</H3>
<PRE>
public static final int <B>DENSITY_LOW</B></PRE>
<DL>
<DD>Low Density Up To 240x320
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.DENSITY_LOW">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="DENSITY_MEDIUM"><!-- --></A><H3>
DENSITY_MEDIUM</H3>
<PRE>
public static final int <B>DENSITY_MEDIUM</B></PRE>
<DL>
<DD>Medium Density Up To 360x480
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.DENSITY_MEDIUM">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="DENSITY_HIGH"><!-- --></A><H3>
DENSITY_HIGH</H3>
<PRE>
public static final int <B>DENSITY_HIGH</B></PRE>
<DL>
<DD>Hi Density Up To 480x854
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.DENSITY_HIGH">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="DENSITY_VERY_HIGH"><!-- --></A><H3>
DENSITY_VERY_HIGH</H3>
<PRE>
public static final int <B>DENSITY_VERY_HIGH</B></PRE>
<DL>
<DD>Very Hi Density Up To 1440x720
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.DENSITY_VERY_HIGH">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="DENSITY_HD"><!-- --></A><H3>
DENSITY_HD</H3>
<PRE>
public static final int <B>DENSITY_HD</B></PRE>
<DL>
<DD>HD Up To 1920x1080
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.DENSITY_HD">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="GAME_FIRE"><!-- --></A><H3>
GAME_FIRE</H3>
<PRE>
public static final int <B>GAME_FIRE</B></PRE>
<DL>
<DD>Game action for fire
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.GAME_FIRE">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="GAME_LEFT"><!-- --></A><H3>
GAME_LEFT</H3>
<PRE>
public static final int <B>GAME_LEFT</B></PRE>
<DL>
<DD>Game action for left key
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.GAME_LEFT">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="GAME_RIGHT"><!-- --></A><H3>
GAME_RIGHT</H3>
<PRE>
public static final int <B>GAME_RIGHT</B></PRE>
<DL>
<DD>Game action for right key
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.GAME_RIGHT">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="GAME_UP"><!-- --></A><H3>
GAME_UP</H3>
<PRE>
public static final int <B>GAME_UP</B></PRE>
<DL>
<DD>Game action for UP key
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.GAME_UP">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="GAME_DOWN"><!-- --></A><H3>
GAME_DOWN</H3>
<PRE>
public static final int <B>GAME_DOWN</B></PRE>
<DL>
<DD>Game action for down key
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.GAME_DOWN">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="KEY_POUND"><!-- --></A><H3>
KEY_POUND</H3>
<PRE>
public static final int <B>KEY_POUND</B></PRE>
<DL>
<DD>An attribute that encapsulates '#' int value.
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.KEY_POUND">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="SHOW_DURING_EDIT_IGNORE"><!-- --></A><H3>
SHOW_DURING_EDIT_IGNORE</H3>
<PRE>
public static final int <B>SHOW_DURING_EDIT_IGNORE</B></PRE>
<DL>
<DD>Ignore all calls to show occurring during edit, they are discarded immediately
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.SHOW_DURING_EDIT_IGNORE">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="SHOW_DURING_EDIT_EXCEPTION"><!-- --></A><H3>
SHOW_DURING_EDIT_EXCEPTION</H3>
<PRE>
public static final int <B>SHOW_DURING_EDIT_EXCEPTION</B></PRE>
<DL>
<DD>If show is called while editing text in the native text box an exception is thrown
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.SHOW_DURING_EDIT_EXCEPTION">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="SHOW_DURING_EDIT_ALLOW_DISCARD"><!-- --></A><H3>
SHOW_DURING_EDIT_ALLOW_DISCARD</H3>
<PRE>
public static final int <B>SHOW_DURING_EDIT_ALLOW_DISCARD</B></PRE>
<DL>
<DD>Allow show to occur during edit and discard all user input at this moment
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.SHOW_DURING_EDIT_ALLOW_DISCARD">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="SHOW_DURING_EDIT_ALLOW_SAVE"><!-- --></A><H3>
SHOW_DURING_EDIT_ALLOW_SAVE</H3>
<PRE>
public static final int <B>SHOW_DURING_EDIT_ALLOW_SAVE</B></PRE>
<DL>
<DD>Allow show to occur during edit and save all user input at this moment
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.SHOW_DURING_EDIT_ALLOW_SAVE">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="SHOW_DURING_EDIT_SET_AS_NEXT"><!-- --></A><H3>
SHOW_DURING_EDIT_SET_AS_NEXT</H3>
<PRE>
public static final int <B>SHOW_DURING_EDIT_SET_AS_NEXT</B></PRE>
<DL>
<DD>Show will update the current form to which the OK button of the text box
 will return
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.SHOW_DURING_EDIT_SET_AS_NEXT">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="COMMAND_BEHAVIOR_DEFAULT"><!-- --></A><H3>
COMMAND_BEHAVIOR_DEFAULT</H3>
<PRE>
public static final int <B>COMMAND_BEHAVIOR_DEFAULT</B></PRE>
<DL>
<DD>Indicates that the LWUIT implementation should decide internally the command
 behavior most appropriate for this platform.
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.COMMAND_BEHAVIOR_DEFAULT">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="COMMAND_BEHAVIOR_SOFTKEY"><!-- --></A><H3>
COMMAND_BEHAVIOR_SOFTKEY</H3>
<PRE>
public static final int <B>COMMAND_BEHAVIOR_SOFTKEY</B></PRE>
<DL>
<DD>Indicates the classic LWUIT command behavior where the commands are placed in
 a list within a dialog. This is the most customizable approach for none touch devices.
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.COMMAND_BEHAVIOR_SOFTKEY">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="COMMAND_BEHAVIOR_TOUCH_MENU"><!-- --></A><H3>
COMMAND_BEHAVIOR_TOUCH_MENU</H3>
<PRE>
public static final int <B>COMMAND_BEHAVIOR_TOUCH_MENU</B></PRE>
<DL>
<DD>Indicates the touch menu dialog rendered by LWUIT where commands are placed
 into a scrollable dialog
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.COMMAND_BEHAVIOR_TOUCH_MENU">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="COMMAND_BEHAVIOR_BUTTON_BAR"><!-- --></A><H3>
COMMAND_BEHAVIOR_BUTTON_BAR</H3>
<PRE>
public static final int <B>COMMAND_BEHAVIOR_BUTTON_BAR</B></PRE>
<DL>
<DD>Indicates that commands should be added to an always visible bar at the
 bottom of the form.
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.COMMAND_BEHAVIOR_BUTTON_BAR">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="COMMAND_BEHAVIOR_BUTTON_BAR_TITLE_BACK"><!-- --></A><H3>
COMMAND_BEHAVIOR_BUTTON_BAR_TITLE_BACK</H3>
<PRE>
public static final int <B>COMMAND_BEHAVIOR_BUTTON_BAR_TITLE_BACK</B></PRE>
<DL>
<DD>Identical to the bar behavior, places the back command within the title bar
 of the form/dialg
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.COMMAND_BEHAVIOR_BUTTON_BAR_TITLE_BACK">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="COMMAND_BEHAVIOR_BUTTON_BAR_TITLE_RIGHT"><!-- --></A><H3>
COMMAND_BEHAVIOR_BUTTON_BAR_TITLE_RIGHT</H3>
<PRE>
public static final int <B>COMMAND_BEHAVIOR_BUTTON_BAR_TITLE_RIGHT</B></PRE>
<DL>
<DD>Places all commands on the right side of the title bar with a uniform size
 grid layout
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.COMMAND_BEHAVIOR_BUTTON_BAR_TITLE_RIGHT">Constant Field Values</A></DL>
</DL>
<HR>

<A NAME="COMMAND_BEHAVIOR_NATIVE"><!-- --></A><H3>
COMMAND_BEHAVIOR_NATIVE</H3>
<PRE>
public static final int <B>COMMAND_BEHAVIOR_NATIVE</B></PRE>
<DL>
<DD>Indicates that commands should try to add themselves to the native menus
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.COMMAND_BEHAVIOR_NATIVE">Constant Field Values</A></DL>
</DL>

<!-- ============ METHOD DETAIL ========== -->

<A NAME="method_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Method Detail</B></FONT></TH>
</TR>
</TABLE>

<A NAME="init(java.lang.Object)"><!-- --></A><H3>
init</H3>
<PRE>
public static void <B>init</B>(java.lang.Object&nbsp;m)</PRE>
<DL>
<DD>This is the Display initialization method.
 This method must be called before any Form is shown
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>m</CODE> - the main running MIDlet</DL>
</DD>
</DL>
<HR>

<A NAME="deinitialize()"><!-- --></A><H3>
deinitialize</H3>
<PRE>
public static void <B>deinitialize</B>()</PRE>
<DL>
<DD>Closes down the EDT and LWUIT, under normal conditions this method is completely unnecessary
 since exiting the application will shut down LWUIT. However, if the application is minimized
 and the user wishes to free all resources without exiting the application then this method can be used.
 Once this method is used LWUIT will no longer work and Display.init(Object) should be invoked
 again for any further LWUIT call!
 Notice that minimize (being a LWUIT method) MUST be invoked before invoking this method!
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="isInitialized()"><!-- --></A><H3>
isInitialized</H3>
<PRE>
public static boolean <B>isInitialized</B>()</PRE>
<DL>
<DD>This method returns true if the Display is initialized.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if the EDT is running</DL>
</DD>
</DL>
<HR>

<A NAME="getInstance()"><!-- --></A><H3>
getInstance</H3>
<PRE>
public static <A HREF="../../../com/sun/lwuit/Display.html" title="class in com.sun.lwuit">Display</A> <B>getInstance</B>()</PRE>
<DL>
<DD>Return the Display instance
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the Display instance</DL>
</DD>
</DL>
<HR>

<A NAME="getDragStartPercentage()"><!-- --></A><H3>
getDragStartPercentage</H3>
<PRE>
public int <B>getDragStartPercentage</B>()</PRE>
<DL>
<DD>This method allows us to manipulate the drag started detection logic.
 If the pointer was dragged for more than this percentage of the display size it
 is safe to assume that a drag is in progress.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>motion percentage</DL>
</DD>
</DL>
<HR>

<A NAME="setDragStartPercentage(int)"><!-- --></A><H3>
setDragStartPercentage</H3>
<PRE>
public void <B>setDragStartPercentage</B>(int&nbsp;dragStartPercentage)</PRE>
<DL>
<DD>This method allows us to manipulate the drag started detection logic.
 If the pointer was dragged for more than this percentage of the display size it
 is safe to assume that a drag is in progress.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>dragStartPercentage</CODE> - percentage of the screen required to initiate drag</DL>
</DD>
</DL>
<HR>

<A NAME="getImplementation()"><!-- --></A><H3>
getImplementation</H3>
<PRE>
public <A HREF="../../../com/sun/lwuit/impl/LWUITImplementation.html" title="class in com.sun.lwuit.impl">LWUITImplementation</A> <B>getImplementation</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setFramerate(int)"><!-- --></A><H3>
setFramerate</H3>
<PRE>
public void <B>setFramerate</B>(int&nbsp;rate)</PRE>
<DL>
<DD>Indicates the maximum frames the API will try to draw every second
 by default this is set to 10. The advantage of limiting
 framerate is to allow the CPU to perform other tasks besides drawing.
 Notice that when no change is occurring on the screen no frame is drawn and
 so a high/low FPS will have no effect then.
 10FPS would be very reasonable for a business application.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>rate</CODE> - the frame rate</DL>
</DD>
</DL>
<HR>

<A NAME="vibrate(int)"><!-- --></A><H3>
vibrate</H3>
<PRE>
public void <B>vibrate</B>(int&nbsp;duration)</PRE>
<DL>
<DD>Vibrates the device for the given length of time
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>duration</CODE> - length of time to vibrate</DL>
</DD>
</DL>
<HR>

<A NAME="flashBacklight(int)"><!-- --></A><H3>
flashBacklight</H3>
<PRE>
public void <B>flashBacklight</B>(int&nbsp;duration)</PRE>
<DL>
<DD>Flash the backlight of the device for the given length of time
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>duration</CODE> - length of time to flash the backlight</DL>
</DD>
</DL>
<HR>

<A NAME="setShowDuringEditBehavior(int)"><!-- --></A><H3>
setShowDuringEditBehavior</H3>
<PRE>
public void <B>setShowDuringEditBehavior</B>(int&nbsp;showDuringEdit)</PRE>
<DL>
<DD>Invoking the show() method of a form/dialog while the user is editing
 text in the native text box can have several behaviors: SHOW_DURING_EDIT_IGNORE,
 SHOW_DURING_EDIT_EXCEPTION, SHOW_DURING_EDIT_ALLOW_DISCARD,
 SHOW_DURING_EDIT_ALLOW_SAVE, SHOW_DURING_EDIT_SET_AS_NEXT
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>showDuringEdit</CODE> - one of the following: SHOW_DURING_EDIT_IGNORE,
 SHOW_DURING_EDIT_EXCEPTION, SHOW_DURING_EDIT_ALLOW_DISCARD,
 SHOW_DURING_EDIT_ALLOW_SAVE, SHOW_DURING_EDIT_SET_AS_NEXT</DL>
</DD>
</DL>
<HR>

<A NAME="getShowDuringEditBehavior()"><!-- --></A><H3>
getShowDuringEditBehavior</H3>
<PRE>
public int <B>getShowDuringEditBehavior</B>()</PRE>
<DL>
<DD>Returns the status of the show during edit flag
<P>
<DD><DL>

<DT><B>Returns:</B><DD>one of the following: SHOW_DURING_EDIT_IGNORE,
 SHOW_DURING_EDIT_EXCEPTION, SHOW_DURING_EDIT_ALLOW_DISCARD,
 SHOW_DURING_EDIT_ALLOW_SAVE, SHOW_DURING_EDIT_SET_AS_NEXT</DL>
</DD>
</DL>
<HR>

<A NAME="getFrameRate()"><!-- --></A><H3>
getFrameRate</H3>
<PRE>
public int <B>getFrameRate</B>()</PRE>
<DL>
<DD>Indicates the maximum frames the API will try to draw every second
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the frame rate</DL>
</DD>
</DL>
<HR>

<A NAME="isEdt()"><!-- --></A><H3>
isEdt</H3>
<PRE>
public boolean <B>isEdt</B>()</PRE>
<DL>
<DD>Returns true if we are currently in the event dispatch thread.
 This is useful for generic code that can be used both with the
 EDT and outside of it.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if we are currently in the event dispatch thread;
 otherwise false</DL>
</DD>
</DL>
<HR>

<A NAME="callSerially(java.lang.Runnable)"><!-- --></A><H3>
callSerially</H3>
<PRE>
public void <B>callSerially</B>(java.lang.Runnable&nbsp;r)</PRE>
<DL>
<DD>Causes the runnable to be invoked on the event dispatch thread. This method
 returns immediately and will not wait for the serial call to occur
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>r</CODE> - runnable (NOT A THREAD!) that will be invoked on the EDT serial to
 the paint and key handling events</DL>
</DD>
</DL>
<HR>

<A NAME="callSeriallyAndWait(java.lang.Runnable)"><!-- --></A><H3>
callSeriallyAndWait</H3>
<PRE>
public void <B>callSeriallyAndWait</B>(java.lang.Runnable&nbsp;r)</PRE>
<DL>
<DD>Identical to callSerially with the added benefit of waiting for the Runnable method to complete.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>r</CODE> - runnable (NOT A THREAD!) that will be invoked on the EDT serial to
 the paint and key handling events
<DT><B>Throws:</B>
<DD><CODE>java.lang.IllegalStateException</CODE> - if this method is invoked on the event dispatch thread (e.g. during
 paint or event handling).</DL>
</DD>
</DL>
<HR>

<A NAME="callSeriallyAndWait(java.lang.Runnable, int)"><!-- --></A><H3>
callSeriallyAndWait</H3>
<PRE>
public void <B>callSeriallyAndWait</B>(java.lang.Runnable&nbsp;r,
                                int&nbsp;timeout)</PRE>
<DL>
<DD>Identical to callSerially with the added benefit of waiting for the Runnable method to complete.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>r</CODE> - runnable (NOT A THREAD!) that will be invoked on the EDT serial to
 the paint and key handling events<DD><CODE>timeout</CODE> - timeout duration, on timeout the method just returns
<DT><B>Throws:</B>
<DD><CODE>java.lang.IllegalStateException</CODE> - if this method is invoked on the event dispatch thread (e.g. during
 paint or event handling).</DL>
</DD>
</DL>
<HR>

<A NAME="onEditingComplete(com.sun.lwuit.Component, java.lang.String)"><!-- --></A><H3>
onEditingComplete</H3>
<PRE>
public void <B>onEditingComplete</B>(<A HREF="../../../com/sun/lwuit/Component.html" title="class in com.sun.lwuit">Component</A>&nbsp;c,
                              java.lang.String&nbsp;text)</PRE>
<DL>
<DD>Called by the underlying implementation to indicate that editing in the native
 system has completed and changes should propogate into LWUIT
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>c</CODE> - edited component<DD><CODE>text</CODE> - new text for the component</DL>
</DD>
</DL>
<HR>

<A NAME="invokeAndBlock(java.lang.Runnable, boolean)"><!-- --></A><H3>
invokeAndBlock</H3>
<PRE>
public void <B>invokeAndBlock</B>(java.lang.Runnable&nbsp;r,
                           boolean&nbsp;dropEvents)</PRE>
<DL>
<DD>Invokes runnable and blocks the current thread, if the current thread is the
 edt it will still be blocked however a separate thread would be launched
 to perform the duties of the EDT while it is blocked. Once blocking is finished
 the EDT would be restored to its original position. This is very similar to the
 "foxtrot" Swing toolkit and allows coding "simpler" logic that requires blocking
 code in the middle of event sensitive areas.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>r</CODE> - runnable (NOT A THREAD!) that will be invoked synchroniously by this method<DD><CODE>dropEvents</CODE> - indicates if the display should drop all events
 while this runnable is running</DL>
</DD>
</DL>
<HR>

<A NAME="invokeAndBlock(java.lang.Runnable)"><!-- --></A><H3>
invokeAndBlock</H3>
<PRE>
public void <B>invokeAndBlock</B>(java.lang.Runnable&nbsp;r)</PRE>
<DL>
<DD>Invokes runnable and blocks the current thread, if the current thread is the
 edt it will still be blocked however a separate thread would be launched
 to perform the duties of the EDT while it is blocked. Once blocking is finished
 the EDT would be restored to its original position. This is very similar to the
 "foxtrot" Swing toolkit and allows coding "simpler" logic that requires blocking
 code in the middle of event sensitive areas.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>r</CODE> - runnable (NOT A THREAD!) that will be invoked synchroniously by this method</DL>
</DD>
</DL>
<HR>

<A NAME="isTouchScreenDevice()"><!-- --></A><H3>
isTouchScreenDevice</H3>
<PRE>
public boolean <B>isTouchScreenDevice</B>()</PRE>
<DL>
<DD>Indicates if this is a touch screen device that will return pen events,
 defaults to true if the device has pen events but can be overriden by
 the developer.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if this device supports touch events</DL>
</DD>
</DL>
<HR>

<A NAME="setTouchScreenDevice(boolean)"><!-- --></A><H3>
setTouchScreenDevice</H3>
<PRE>
public void <B>setTouchScreenDevice</B>(boolean&nbsp;touchScreen)</PRE>
<DL>
<DD>Indicates if this is a touch screen device that will return pen events,
 defaults to true if the device has pen events but can be overriden by
 the developer.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>touchScreen</CODE> - false if this is not a touch screen device</DL>
</DD>
</DL>
<HR>

<A NAME="setNoSleep(boolean)"><!-- --></A><H3>
setNoSleep</H3>
<PRE>
public void <B>setNoSleep</B>(boolean&nbsp;noSleep)</PRE>
<DL>
<DD>Calling this method with noSleep=true will cause the edt to run without sleeping.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>noSleep</CODE> - causes the edt to stop the sleeping periods between 2 cycles</DL>
</DD>
</DL>
<HR>

<A NAME="setTransitionYield(int)"><!-- --></A><H3>
setTransitionYield</H3>
<PRE>
public void <B>setTransitionYield</B>(int&nbsp;transitionD)</PRE>
<DL>
<DD>Indicates whether a delay should exist between calls to flush graphics during
 transition. In some devices flushGraphics is asynchronious causing it to be
 very slow with our background thread. The solution is to add a short wait allowing
 the implementation time to paint the screen. This value is set automatically by default
 but can be overriden for some devices.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>transitionD</CODE> - -1 for no delay otherwise delay in milliseconds</DL>
</DD>
</DL>
<HR>

<A NAME="editString(com.sun.lwuit.Component, int, int, java.lang.String)"><!-- --></A><H3>
editString</H3>
<PRE>
public void <B>editString</B>(<A HREF="../../../com/sun/lwuit/Component.html" title="class in com.sun.lwuit">Component</A>&nbsp;cmp,
                       int&nbsp;maxSize,
                       int&nbsp;constraint,
                       java.lang.String&nbsp;text)</PRE>
<DL>
<DD>Encapsulates the editing code which is specific to the platform, some platforms
 would allow "in place editing" MIDP does not.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>cmp</CODE> - the <A HREF="../../../com/sun/lwuit/TextArea.html" title="class in com.sun.lwuit"><CODE>TextArea</CODE></A> component<DD><CODE>maxSize</CODE> - the maximum size from the text area<DD><CODE>constraint</CODE> - the constraints of the text area<DD><CODE>text</CODE> - the string to edit</DL>
</DD>
</DL>
<HR>

<A NAME="editString(com.sun.lwuit.Component, int, int, java.lang.String, int)"><!-- --></A><H3>
editString</H3>
<PRE>
public void <B>editString</B>(<A HREF="../../../com/sun/lwuit/Component.html" title="class in com.sun.lwuit">Component</A>&nbsp;cmp,
                       int&nbsp;maxSize,
                       int&nbsp;constraint,
                       java.lang.String&nbsp;text,
                       int&nbsp;initiatingKeycode)</PRE>
<DL>
<DD>Encapsulates the editing code which is specific to the platform, some platforms
 would allow "in place editing" MIDP does not.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>cmp</CODE> - the <A HREF="../../../com/sun/lwuit/TextArea.html" title="class in com.sun.lwuit"><CODE>TextArea</CODE></A> component<DD><CODE>maxSize</CODE> - the maximum size from the text area<DD><CODE>constraint</CODE> - the constraints of the text area<DD><CODE>text</CODE> - the string to edit<DD><CODE>initiatingKeycode</CODE> - the keycode used to initiate the edit.</DL>
</DD>
</DL>
<HR>

<A NAME="minimizeApplication()"><!-- --></A><H3>
minimizeApplication</H3>
<PRE>
public boolean <B>minimizeApplication</B>()</PRE>
<DL>
<DD>Minimizes the current application if minimization is supported by the platform (may fail).
 Returns false if minimization failed.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>false if minimization failed true if it succeeded or seems to be successful</DL>
</DD>
</DL>
<HR>

<A NAME="isMinimized()"><!-- --></A><H3>
isMinimized</H3>
<PRE>
public boolean <B>isMinimized</B>()</PRE>
<DL>
<DD>Indicates whether an application is minimized
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if the application is minimized</DL>
</DD>
</DL>
<HR>

<A NAME="restoreMinimizedApplication()"><!-- --></A><H3>
restoreMinimizedApplication</H3>
<PRE>
public void <B>restoreMinimizedApplication</B>()</PRE>
<DL>
<DD>Restore the minimized application if minimization is supported by the platform
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="keyPressed(int)"><!-- --></A><H3>
keyPressed</H3>
<PRE>
public void <B>keyPressed</B>(int&nbsp;keyCode)</PRE>
<DL>
<DD>Pushes a key press event with the given keycode into LWUIT
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>keyCode</CODE> - keycode of the key event</DL>
</DD>
</DL>
<HR>

<A NAME="keyReleased(int)"><!-- --></A><H3>
keyReleased</H3>
<PRE>
public void <B>keyReleased</B>(int&nbsp;keyCode)</PRE>
<DL>
<DD>Pushes a key release event with the given keycode into LWUIT
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>keyCode</CODE> - keycode of the key event</DL>
</DD>
</DL>
<HR>

<A NAME="pointerDragged(int[], int[])"><!-- --></A><H3>
pointerDragged</H3>
<PRE>
public void <B>pointerDragged</B>(int[]&nbsp;x,
                           int[]&nbsp;y)</PRE>
<DL>
<DD>Pushes a pointer drag event with the given coordinates into LWUIT
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x position of the pointer<DD><CODE>y</CODE> - the y position of the pointer</DL>
</DD>
</DL>
<HR>

<A NAME="pointerHover(int[], int[])"><!-- --></A><H3>
pointerHover</H3>
<PRE>
public void <B>pointerHover</B>(int[]&nbsp;x,
                         int[]&nbsp;y)</PRE>
<DL>
<DD>Pushes a pointer hover event with the given coordinates into LWUIT
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x position of the pointer<DD><CODE>y</CODE> - the y position of the pointer</DL>
</DD>
</DL>
<HR>

<A NAME="pointerHoverPressed(int[], int[])"><!-- --></A><H3>
pointerHoverPressed</H3>
<PRE>
public void <B>pointerHoverPressed</B>(int[]&nbsp;x,
                                int[]&nbsp;y)</PRE>
<DL>
<DD>Pushes a pointer hover release event with the given coordinates into LWUIT
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x position of the pointer<DD><CODE>y</CODE> - the y position of the pointer</DL>
</DD>
</DL>
<HR>

<A NAME="pointerHoverReleased(int[], int[])"><!-- --></A><H3>
pointerHoverReleased</H3>
<PRE>
public void <B>pointerHoverReleased</B>(int[]&nbsp;x,
                                 int[]&nbsp;y)</PRE>
<DL>
<DD>Pushes a pointer hover release event with the given coordinates into LWUIT
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x position of the pointer<DD><CODE>y</CODE> - the y position of the pointer</DL>
</DD>
</DL>
<HR>

<A NAME="pointerPressed(int[], int[])"><!-- --></A><H3>
pointerPressed</H3>
<PRE>
public void <B>pointerPressed</B>(int[]&nbsp;x,
                           int[]&nbsp;y)</PRE>
<DL>
<DD>Pushes a pointer press event with the given coordinates into LWUIT
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x position of the pointer<DD><CODE>y</CODE> - the y position of the pointer</DL>
</DD>
</DL>
<HR>

<A NAME="pointerReleased(int[], int[])"><!-- --></A><H3>
pointerReleased</H3>
<PRE>
public void <B>pointerReleased</B>(int[]&nbsp;x,
                            int[]&nbsp;y)</PRE>
<DL>
<DD>Pushes a pointer release event with the given coordinates into LWUIT
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x position of the pointer<DD><CODE>y</CODE> - the y position of the pointer</DL>
</DD>
</DL>
<HR>

<A NAME="sizeChanged(int, int)"><!-- --></A><H3>
sizeChanged</H3>
<PRE>
public void <B>sizeChanged</B>(int&nbsp;w,
                        int&nbsp;h)</PRE>
<DL>
<DD>Notifies LWUIT of display size changes, this method is invoked by the implementation
 class and is for internal use
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>w</CODE> - the width of the drawing surface<DD><CODE>h</CODE> - the height of the drawing surface</DL>
</DD>
</DL>
<HR>

<A NAME="hideNotify()"><!-- --></A><H3>
hideNotify</H3>
<PRE>
public void <B>hideNotify</B>()</PRE>
<DL>
<DD>Broadcasts hide notify into LWUIT, this method is invoked by the LWUIT implementation
 to notify LWUIT of hideNotify events
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="showNotify()"><!-- --></A><H3>
showNotify</H3>
<PRE>
public void <B>showNotify</B>()</PRE>
<DL>
<DD>Broadcasts show notify into LWUIT, this method is invoked by the LWUIT implementation
 to notify LWUIT of showNotify events
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="hasDragOccured()"><!-- --></A><H3>
hasDragOccured</H3>
<PRE>
public boolean <B>hasDragOccured</B>()</PRE>
<DL>
<DD>This method should be invoked by components that broadcast events on the pointerReleased callback.
 This method will indicate if a drag occured since the pointer press event, notice that this method will not
 behave as expected for multi-touch events.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if a drag has occured since the last pointer pressed</DL>
</DD>
</DL>
<HR>

<A NAME="getCurrent()"><!-- --></A><H3>
getCurrent</H3>
<PRE>
public <A HREF="../../../com/sun/lwuit/Form.html" title="class in com.sun.lwuit">Form</A> <B>getCurrent</B>()</PRE>
<DL>
<DD>Return the form currently displayed on the screen or null if no form is
 currently displayed.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the form currently displayed on the screen or null if no form is
 currently displayed</DL>
</DD>
</DL>
<HR>

<A NAME="numAlphaLevels()"><!-- --></A><H3>
numAlphaLevels</H3>
<PRE>
public int <B>numAlphaLevels</B>()</PRE>
<DL>
<DD>Return the number of alpha levels supported by the implementation.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the number of alpha levels supported by the implementation</DL>
</DD>
</DL>
<HR>

<A NAME="numColors()"><!-- --></A><H3>
numColors</H3>
<PRE>
public int <B>numColors</B>()</PRE>
<DL>
<DD>Returns the number of colors applicable on the device, note that the API
 does not support gray scale devices.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the number of colors applicable on the device</DL>
</DD>
</DL>
<HR>

<A NAME="getDisplayWidth()"><!-- --></A><H3>
getDisplayWidth</H3>
<PRE>
public int <B>getDisplayWidth</B>()</PRE>
<DL>
<DD>Return the width of the display
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the width of the display</DL>
</DD>
</DL>
<HR>

<A NAME="getDisplayHeight()"><!-- --></A><H3>
getDisplayHeight</H3>
<PRE>
public int <B>getDisplayHeight</B>()</PRE>
<DL>
<DD>Return the height of the display
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the height of the display</DL>
</DD>
</DL>
<HR>

<A NAME="convertToPixels(int, boolean)"><!-- --></A><H3>
convertToPixels</H3>
<PRE>
public int <B>convertToPixels</B>(int&nbsp;dipCount,
                           boolean&nbsp;horizontal)</PRE>
<DL>
<DD>Converts the dips count to pixels, dips are roughly 1mm in length. This is a very rough estimate and not
 to be relied upon
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>dipCount</CODE> - the dips that we will convert to pixels<DD><CODE>horizontal</CODE> - indicates pixels in the horizontal plane
<DT><B>Returns:</B><DD>value in pixels</DL>
</DD>
</DL>
<HR>

<A NAME="getGameAction(int)"><!-- --></A><H3>
getGameAction</H3>
<PRE>
public int <B>getGameAction</B>(int&nbsp;keyCode)</PRE>
<DL>
<DD>Returns the game action code matching the given key combination
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>keyCode</CODE> - key code received from the event
<DT><B>Returns:</B><DD>game action matching this keycode</DL>
</DD>
</DL>
<HR>

<A NAME="getKeyCode(int)"><!-- --></A><H3>
getKeyCode</H3>
<PRE>
public int <B>getKeyCode</B>(int&nbsp;gameAction)</PRE>
<DL>
<DD><B>Deprecated.</B>&nbsp;<I>this method doesn't work properly across device and is mocked up here
 mostly for the case of unit testing. Do not use it for anything other than that! Do
 not rely on getKeyCode(GAME_*) == keyCodeFromKeyEvent, this will never actually happen!</I>
<P>
<DD>Returns the keycode matching the given game action constant (the opposite of getGameAction).
 On some devices getKeyCode returns numeric keypad values for game actions,
 this breaks the code since we filter these values (to prevent navigation on '2').
 We pick unused negative values for game keys and assign them to game keys for
 getKeyCode so they will work with getGameAction.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>gameAction</CODE> - game action constant from this class
<DT><B>Returns:</B><DD>keycode matching this constant</DL>
</DD>
</DL>
<HR>

<A NAME="isThirdSoftButton()"><!-- --></A><H3>
isThirdSoftButton</H3>
<PRE>
public boolean <B>isThirdSoftButton</B>()</PRE>
<DL>
<DD>Indicates whether the 3rd softbutton should be supported on this device
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if a third softbutton should be used</DL>
</DD>
</DL>
<HR>

<A NAME="setThirdSoftButton(boolean)"><!-- --></A><H3>
setThirdSoftButton</H3>
<PRE>
public void <B>setThirdSoftButton</B>(boolean&nbsp;thirdSoftButton)</PRE>
<DL>
<DD>Indicates whether the 3rd softbutton should be supported on this device
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>thirdSoftButton</CODE> - true if a third softbutton should be used</DL>
</DD>
</DL>
<HR>

<A NAME="setShowVirtualKeyboard(boolean)"><!-- --></A><H3>
setShowVirtualKeyboard</H3>
<PRE>
public void <B>setShowVirtualKeyboard</B>(boolean&nbsp;show)</PRE>
<DL>
<DD>Displays the virtual keyboard on devices that support manually poping up
 the vitual keyboard
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>show</CODE> - toggles the virtual keyboards visibility</DL>
</DD>
</DL>
<HR>

<A NAME="isVirtualKeyboardShowing()"><!-- --></A><H3>
isVirtualKeyboardShowing</H3>
<PRE>
public boolean <B>isVirtualKeyboardShowing</B>()</PRE>
<DL>
<DD>Indicates if the virtual keyboard is currently showing or not
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if the virtual keyboard is showing</DL>
</DD>
</DL>
<HR>

<A NAME="getSupportedVirtualKeyboard()"><!-- --></A><H3>
getSupportedVirtualKeyboard</H3>
<PRE>
public java.lang.String[] <B>getSupportedVirtualKeyboard</B>()</PRE>
<DL>
<DD>Returns all platform supported virtual keyboards names
<P>
<DD><DL>

<DT><B>Returns:</B><DD>all platform supported virtual keyboards names</DL>
</DD>
</DL>
<HR>

<A NAME="registerVirtualKeyboard(com.sun.lwuit.impl.VirtualKeyboardInterface)"><!-- --></A><H3>
registerVirtualKeyboard</H3>
<PRE>
public void <B>registerVirtualKeyboard</B>(<A HREF="../../../com/sun/lwuit/impl/VirtualKeyboardInterface.html" title="interface in com.sun.lwuit.impl">VirtualKeyboardInterface</A>&nbsp;vkb)</PRE>
<DL>
<DD>Register a virtual keyboard
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>vkb</CODE> - </DL>
</DD>
</DL>
<HR>

<A NAME="setDefaultVirtualKeyboard(com.sun.lwuit.impl.VirtualKeyboardInterface)"><!-- --></A><H3>
setDefaultVirtualKeyboard</H3>
<PRE>
public void <B>setDefaultVirtualKeyboard</B>(<A HREF="../../../com/sun/lwuit/impl/VirtualKeyboardInterface.html" title="interface in com.sun.lwuit.impl">VirtualKeyboardInterface</A>&nbsp;vkb)</PRE>
<DL>
<DD>Sets the default virtual keyboard to be used by the platform
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>vkb</CODE> - a VirtualKeyboard to be used or null to disable the
 VirtualKeyboard</DL>
</DD>
</DL>
<HR>

<A NAME="getDefaultVirtualKeyboard()"><!-- --></A><H3>
getDefaultVirtualKeyboard</H3>
<PRE>
public <A HREF="../../../com/sun/lwuit/impl/VirtualKeyboardInterface.html" title="interface in com.sun.lwuit.impl">VirtualKeyboardInterface</A> <B>getDefaultVirtualKeyboard</B>()</PRE>
<DL>
<DD>Get the default virtual keyboard or null if the VirtualKeyboard is disabled
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the default vkb</DL>
</DD>
</DL>
<HR>

<A NAME="getKeyboardType()"><!-- --></A><H3>
getKeyboardType</H3>
<PRE>
public int <B>getKeyboardType</B>()</PRE>
<DL>
<DD>Returns the type of the input device one of:
 KEYBOARD_TYPE_UNKNOWN, KEYBOARD_TYPE_NUMERIC, KEYBOARD_TYPE_QWERTY,
 KEYBOARD_TYPE_VIRTUAL, KEYBOARD_TYPE_HALF_QWERTY
<P>
<DD><DL>

<DT><B>Returns:</B><DD>KEYBOARD_TYPE_UNKNOWN</DL>
</DD>
</DL>
<HR>

<A NAME="isNativeInputSupported()"><!-- --></A><H3>
isNativeInputSupported</H3>
<PRE>
public boolean <B>isNativeInputSupported</B>()</PRE>
<DL>
<DD>Indicates whether the device supports native in place editing in which case
 lightweight input logic shouldn't be used for input.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>false by default</DL>
</DD>
</DL>
<HR>

<A NAME="isMultiTouch()"><!-- --></A><H3>
isMultiTouch</H3>
<PRE>
public boolean <B>isMultiTouch</B>()</PRE>
<DL>
<DD>Indicates whether the device supports multi-touch events, this is only
 relevant when touch events are supported
<P>
<DD><DL>

<DT><B>Returns:</B><DD>false by default</DL>
</DD>
</DL>
<HR>

<A NAME="isClickTouchScreen()"><!-- --></A><H3>
isClickTouchScreen</H3>
<PRE>
public boolean <B>isClickTouchScreen</B>()</PRE>
<DL>
<DD>Indicates whether the device has a double layer screen thus allowing two
 stages to touch events: click and hover. This is true for devices such
 as the storm but can also be true for a PC with a mouse pointer floating
 on top.
 <p>A click touch screen will also send pointer hover events to the underlying
 software and will only send the standard pointer events on click.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>false by default</DL>
</DD>
</DL>
<HR>

<A NAME="getDragSpeed(boolean)"><!-- --></A><H3>
getDragSpeed</H3>
<PRE>
public float <B>getDragSpeed</B>(boolean&nbsp;yAxis)</PRE>
<DL>
<DD>This method returns the dragging speed based on the latest dragged
 events
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>yAxis</CODE> - indicates what axis speed is required
<DT><B>Returns:</B><DD>the dragging speed</DL>
</DD>
</DL>
<HR>

<A NAME="isBidiAlgorithm()"><!-- --></A><H3>
isBidiAlgorithm</H3>
<PRE>
public boolean <B>isBidiAlgorithm</B>()</PRE>
<DL>
<DD>Indicates whether LWUIT should consider the bidi RTL algorithm
 when drawing text or navigating with the text field cursor.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if the bidi algorithm should be considered</DL>
</DD>
</DL>
<HR>

<A NAME="setBidiAlgorithm(boolean)"><!-- --></A><H3>
setBidiAlgorithm</H3>
<PRE>
public void <B>setBidiAlgorithm</B>(boolean&nbsp;activate)</PRE>
<DL>
<DD>Indicates whether LWUIT should consider the bidi RTL algorithm
 when drawing text or navigating with the text field cursor.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>activate</CODE> - set to true to activate the bidi algorithm, false to
 disable it</DL>
</DD>
</DL>
<HR>

<A NAME="convertBidiLogicalToVisual(java.lang.String)"><!-- --></A><H3>
convertBidiLogicalToVisual</H3>
<PRE>
public java.lang.String <B>convertBidiLogicalToVisual</B>(java.lang.String&nbsp;s)</PRE>
<DL>
<DD>Converts the given string from logical bidi layout to visual bidi layout so
 it can be rendered properly on the screen. This method is only necessary
 for devices/platforms that don't have "built in" bidi support such as
 Sony Ericsson devices.
 See <a href="http://www.w3.org/International/articles/inline-bidi-markup/#visual">this</a>
 for more on visual vs. logical ordering.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>s</CODE> - a "logical" string with RTL characters
<DT><B>Returns:</B><DD>a "visual" renderable string</DL>
</DD>
</DL>
<HR>

<A NAME="getCharLocation(java.lang.String, int)"><!-- --></A><H3>
getCharLocation</H3>
<PRE>
public int <B>getCharLocation</B>(java.lang.String&nbsp;source,
                           int&nbsp;index)</PRE>
<DL>
<DD>Returns the index of the given char within the source string, the actual
 index isn't necessarily the same when bidi is involved
 See <a href="http://www.w3.org/International/articles/inline-bidi-markup/#visual">this</a>
 for more on visual vs. logical ordering.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>source</CODE> - the string in which we are looking for the position<DD><CODE>index</CODE> - the "logical" location of the cursor
<DT><B>Returns:</B><DD>the "visual" location of the cursor</DL>
</DD>
</DL>
<HR>

<A NAME="isRTL(char)"><!-- --></A><H3>
isRTL</H3>
<PRE>
public boolean <B>isRTL</B>(char&nbsp;c)</PRE>
<DL>
<DD>Returns true if the given character is an RTL character
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>c</CODE> - character to test
<DT><B>Returns:</B><DD>true if the charcter is an RTL character</DL>
</DD>
</DL>
<HR>

<A NAME="getResourceAsStream(java.lang.Class, java.lang.String)"><!-- --></A><H3>
getResourceAsStream</H3>
<PRE>
public java.io.InputStream <B>getResourceAsStream</B>(java.lang.Class&nbsp;cls,
                                               java.lang.String&nbsp;resource)</PRE>
<DL>
<DD>This method is essentially equivalent to cls.getResourceAsStream(String)
 however some platforms might define unique ways in which to load resources
 within the implementation.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>cls</CODE> - class to load the resource from<DD><CODE>resource</CODE> - relative/absolute URL based on the Java convention
<DT><B>Returns:</B><DD>input stream for the resource or null if not found</DL>
</DD>
</DL>
<HR>

<A NAME="addEdtErrorHandler(com.sun.lwuit.events.ActionListener)"><!-- --></A><H3>
addEdtErrorHandler</H3>
<PRE>
public void <B>addEdtErrorHandler</B>(<A HREF="../../../com/sun/lwuit/events/ActionListener.html" title="interface in com.sun.lwuit.events">ActionListener</A>&nbsp;e)</PRE>
<DL>
<DD>An error handler will receive an action event with the source exception from the EDT
 once an error handler is installed the default LWUIT error dialog will no longer appear
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>e</CODE> - listener receiving the errors</DL>
</DD>
</DL>
<HR>

<A NAME="removeEdtErrorHandler(com.sun.lwuit.events.ActionListener)"><!-- --></A><H3>
removeEdtErrorHandler</H3>
<PRE>
public void <B>removeEdtErrorHandler</B>(<A HREF="../../../com/sun/lwuit/events/ActionListener.html" title="interface in com.sun.lwuit.events">ActionListener</A>&nbsp;e)</PRE>
<DL>
<DD>An error handler will receive an action event with the source exception from the EDT
 once an error handler is installed the default LWUIT error dialog will no longer appear
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>e</CODE> - listener receiving the errors</DL>
</DD>
</DL>
<HR>

<A NAME="setAllowMinimizing(boolean)"><!-- --></A><H3>
setAllowMinimizing</H3>
<PRE>
public void <B>setAllowMinimizing</B>(boolean&nbsp;allowMinimizing)</PRE>
<DL>
<DD>Allows a LWUIT application to minimize without forcing it to the front whenever
 a new dialog is poped up
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>allowMinimizing</CODE> - value</DL>
</DD>
</DL>
<HR>

<A NAME="isAllowMinimizing()"><!-- --></A><H3>
isAllowMinimizing</H3>
<PRE>
public boolean <B>isAllowMinimizing</B>()</PRE>
<DL>
<DD>Allows a LWUIT application to minimize without forcing it to the front whenever
 a new dialog is poped up
<P>
<DD><DL>

<DT><B>Returns:</B><DD>allowMinimizing value</DL>
</DD>
</DL>
<HR>

<A NAME="shouldRenderSelection()"><!-- --></A><H3>
shouldRenderSelection</H3>
<PRE>
public boolean <B>shouldRenderSelection</B>()</PRE>
<DL>
<DD>This is an internal state flag relevant only for pureTouch mode (otherwise it
 will always be true). A pureTouch mode is stopped if a user switches to using
 the trackball/navigation pad and this flag essentially toggles between those two modes.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the shouldRenderSelection</DL>
</DD>
</DL>
<HR>

<A NAME="shouldRenderSelection(com.sun.lwuit.Component)"><!-- --></A><H3>
shouldRenderSelection</H3>
<PRE>
public boolean <B>shouldRenderSelection</B>(<A HREF="../../../com/sun/lwuit/Component.html" title="class in com.sun.lwuit">Component</A>&nbsp;c)</PRE>
<DL>
<DD>This is an internal state flag relevant only for pureTouch mode (otherwise it
 will always be true). A pureTouch mode is stopped if a user switches to using
 the trackball/navigation pad and this flag essentially toggles between those two modes.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>c</CODE> - the component to test against, this prevents a touch outside of the component that triggers a repaint from painting the component selection
<DT><B>Returns:</B><DD>the shouldRenderSelection</DL>
</DD>
</DL>
<HR>

<A NAME="isPureTouch()"><!-- --></A><H3>
isPureTouch</H3>
<PRE>
public boolean <B>isPureTouch</B>()</PRE>
<DL>
<DD>A pure touch device has no focus showing when the user is using the touch
 interface. Selection only shows when the user actually touches the screen
 or suddenly switches to using a keypad/trackball. This sort of interface
 is common in Android devices
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the pureTouch flag</DL>
</DD>
</DL>
<HR>

<A NAME="setPureTouch(boolean)"><!-- --></A><H3>
setPureTouch</H3>
<PRE>
public void <B>setPureTouch</B>(boolean&nbsp;pureTouch)</PRE>
<DL>
<DD>A pure touch device has no focus showing when the user is using the touch
 interface. Selection only shows when the user actually touches the screen
 or suddenly switches to using a keypad/trackball. This sort of interface
 is common in Android devices
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>pureTouch</CODE> - the value for pureTouch</DL>
</DD>
</DL>
<HR>

<A NAME="isNativeCommands()"><!-- --></A><H3>
isNativeCommands</H3>
<PRE>
public boolean <B>isNativeCommands</B>()</PRE>
<DL>
<DD><B>Deprecated.</B>&nbsp;<I>use getCommandBehavior() == Display.COMMAND_BEHAVIOR_NATIVE</I>
<P>
<DD>Indicates whether LWUIT commands should be mapped to the native menus
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the nativeCommands status</DL>
</DD>
</DL>
<HR>

<A NAME="setNativeCommands(boolean)"><!-- --></A><H3>
setNativeCommands</H3>
<PRE>
public void <B>setNativeCommands</B>(boolean&nbsp;nativeCommands)</PRE>
<DL>
<DD><B>Deprecated.</B>&nbsp;<I>use setCommandBehavior(Display.COMMAND_BEHAVIOR_NATIVE)</I>
<P>
<DD>Indicates whether LWUIT commands should be mapped to the native menus
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>nativeCommands</CODE> - the flag to set</DL>
</DD>
</DL>
<HR>

<A NAME="exitApplication()"><!-- --></A><H3>
exitApplication</H3>
<PRE>
public void <B>exitApplication</B>()</PRE>
<DL>
<DD>Exits the application...
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="showNativeScreen(java.lang.Object)"><!-- --></A><H3>
showNativeScreen</H3>
<PRE>
public void <B>showNativeScreen</B>(java.lang.Object&nbsp;nativeFullScreenPeer)</PRE>
<DL>
<DD>Shows a native Form/Canvas or some other heavyweight native screen
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>nativeFullScreenPeer</CODE> - the native screen peer</DL>
</DD>
</DL>
<HR>

<A NAME="isAutoFoldVKBOnFormSwitch()"><!-- --></A><H3>
isAutoFoldVKBOnFormSwitch</H3>
<PRE>
public boolean <B>isAutoFoldVKBOnFormSwitch</B>()</PRE>
<DL>
<DD>Normally LWUIT folds the VKB when switching forms this field allows us
 to block that behavior.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the autoFoldVKBOnFormSwitch</DL>
</DD>
</DL>
<HR>

<A NAME="setAutoFoldVKBOnFormSwitch(boolean)"><!-- --></A><H3>
setAutoFoldVKBOnFormSwitch</H3>
<PRE>
public void <B>setAutoFoldVKBOnFormSwitch</B>(boolean&nbsp;autoFoldVKBOnFormSwitch)</PRE>
<DL>
<DD>Normally LWUIT folds the VKB when switching forms this field allows us
 to block that behavior.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>autoFoldVKBOnFormSwitch</CODE> - the autoFoldVKBOnFormSwitch to set</DL>
</DD>
</DL>
<HR>

<A NAME="getCommandBehavior()"><!-- --></A><H3>
getCommandBehavior</H3>
<PRE>
public int <B>getCommandBehavior</B>()</PRE>
<DL>
<DD>Indicates the way commands should be added to a form as one of the ocmmand constants defined
 in this class
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the commandBehavior</DL>
</DD>
</DL>
<HR>

<A NAME="setCommandBehavior(int)"><!-- --></A><H3>
setCommandBehavior</H3>
<PRE>
public void <B>setCommandBehavior</B>(int&nbsp;commandBehavior)</PRE>
<DL>
<DD>Indicates the way commands should be added to a form as one of the ocmmand constants defined
 in this class
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>commandBehavior</CODE> - the commandBehavior to set</DL>
</DD>
</DL>
<HR>

<A NAME="getProperty(java.lang.String, java.lang.String)"><!-- --></A><H3>
getProperty</H3>
<PRE>
public java.lang.String <B>getProperty</B>(java.lang.String&nbsp;key,
                                    java.lang.String&nbsp;defaultValue)</PRE>
<DL>
<DD>Returns the property from the underlying platform deployment or the default
 value if no deployment values are supported. This is equivalent to the
 getAppProperty from the jad file.
 <p>The implementation should be responsible for the following keys to return
 reasonable valid values for the application:
 <ol>
 <li>AppName
 <li>UserAgent - ideally although not required
 <li>AppVersion
 <li>Platform - Similar to microedition.platform
 <li>OS - returns what is the underlying platform e.g. - J2ME, RIM, SE...

 </ol>
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>key</CODE> - the key of the property<DD><CODE>defaultValue</CODE> - a default return value
<DT><B>Returns:</B><DD>the value of the property</DL>
</DD>
</DL>
<HR>

<A NAME="setProperty(java.lang.String, java.lang.String)"><!-- --></A><H3>
setProperty</H3>
<PRE>
public void <B>setProperty</B>(java.lang.String&nbsp;key,
                        java.lang.String&nbsp;value)</PRE>
<DL>
<DD>Sets a local property to the application, this method has no effect on the
 implementation code and only allows the user to override the logic of getProperty
 for internal application purposes.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>key</CODE> - key the key of the property<DD><CODE>value</CODE> - the value of the property</DL>
</DD>
</DL>
<HR>

<A NAME="execute(java.lang.String)"><!-- --></A><H3>
execute</H3>
<PRE>
public void <B>execute</B>(java.lang.String&nbsp;url)</PRE>
<DL>
<DD>Executes the given URL on the native platform
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>url</CODE> - the url to execute</DL>
</DD>
</DL>
<HR>

<A NAME="getDeviceDensity()"><!-- --></A><H3>
getDeviceDensity</H3>
<PRE>
public int <B>getDeviceDensity</B>()</PRE>
<DL>
<DD>Returns one of the density variables appropriate for this device, notice that
 density doesn't alwyas correspond to resolution and an implementation might
 decide to change the density based on DPI constraints.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>one of the DENSITY constants of Display</DL>
</DD>
</DL>
<HR>

<A NAME="playBuiltinSound(java.lang.String)"><!-- --></A><H3>
playBuiltinSound</H3>
<PRE>
public void <B>playBuiltinSound</B>(java.lang.String&nbsp;soundIdentifier)</PRE>
<DL>
<DD>Plays a builtin device sound matching the given identifier, implementations
 and themes can offer additional identifiers to the ones that are already built
 in.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>soundIdentifier</CODE> - the sound identifier which can match one of the
 common constants in this class or be a user/implementation defined sound</DL>
</DD>
</DL>
<HR>

<A NAME="installBuiltinSound(java.lang.String, java.io.InputStream)"><!-- --></A><H3>
installBuiltinSound</H3>
<PRE>
public void <B>installBuiltinSound</B>(java.lang.String&nbsp;soundIdentifier,
                                java.io.InputStream&nbsp;data)
                         throws java.io.IOException</PRE>
<DL>
<DD>Installs a replacement sound as the builtin sound responsible for the given
 sound identifier (this will override the system sound if such a sound exists).
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>soundIdentifier</CODE> - the sound string passed to playBuiltinSound<DD><CODE>data</CODE> - an input stream containing platform specific audio file, its usually safe
 to assume that wav/mp3 would be supported.
<DT><B>Throws:</B>
<DD><CODE>java.io.IOException</CODE> - if the stream throws an exception</DL>
</DD>
</DL>
<HR>

<A NAME="isBuiltinSoundAvailable(java.lang.String)"><!-- --></A><H3>
isBuiltinSoundAvailable</H3>
<PRE>
public boolean <B>isBuiltinSoundAvailable</B>(java.lang.String&nbsp;soundIdentifier)</PRE>
<DL>
<DD>Indicates whether a user installed or system sound is available
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>soundIdentifier</CODE> - the sound string passed to playBuiltinSound
<DT><B>Returns:</B><DD>true if a sound of this given type is avilable</DL>
</DD>
</DL>
<HR>

<A NAME="setBuiltinSoundsEnabled(boolean)"><!-- --></A><H3>
setBuiltinSoundsEnabled</H3>
<PRE>
public void <B>setBuiltinSoundsEnabled</B>(boolean&nbsp;enabled)</PRE>
<DL>
<DD>Allows muting/unmuting the builtin sounds easily
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>enabled</CODE> - indicates whether the sound is muted</DL>
</DD>
</DL>
<HR>

<A NAME="isBuiltinSoundsEnabled()"><!-- --></A><H3>
isBuiltinSoundsEnabled</H3>
<PRE>
public boolean <B>isBuiltinSoundsEnabled</B>()</PRE>
<DL>
<DD>Allows muting/unmuting the builtin sounds easily
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if the sound is *not* muted</DL>
</DD>
</DL>
<HR>

<A NAME="createAudio(java.lang.String)"><!-- --></A><H3>
createAudio</H3>
<PRE>
public java.lang.Object <B>createAudio</B>(java.lang.String&nbsp;uri)
                             throws java.io.IOException</PRE>
<DL>
<DD>Creates a sound in the given URI which is partially platform specific.
 Notice that an audio is "auto destroyed" on completion and cannot be played
 twice!
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>uri</CODE> - the platform specific location for the sound
<DT><B>Returns:</B><DD>a handle that can be used to control the playback of the audio
<DT><B>Throws:</B>
<DD><CODE>java.io.IOException</CODE> - if the URI access fails</DL>
</DD>
</DL>
<HR>

<A NAME="createAudio(java.io.InputStream, java.lang.String)"><!-- --></A><H3>
createAudio</H3>
<PRE>
public java.lang.Object <B>createAudio</B>(java.io.InputStream&nbsp;stream,
                                    java.lang.String&nbsp;mimeType)
                             throws java.io.IOException</PRE>
<DL>
<DD>Create the sound in the given stream
 Notice that an audio is "auto destroyed" on completion and cannot be played
 twice!
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>stream</CODE> - the stream containing the media data<DD><CODE>mimeType</CODE> - the type of the data in the stream
<DT><B>Returns:</B><DD>a handle that can be used to control the playback of the audio
<DT><B>Throws:</B>
<DD><CODE>java.io.IOException</CODE> - if the URI access fails</DL>
</DD>
</DL>
<HR>

<A NAME="createAudio(java.lang.String, java.lang.Runnable)"><!-- --></A><H3>
createAudio</H3>
<PRE>
public java.lang.Object <B>createAudio</B>(java.lang.String&nbsp;uri,
                                    java.lang.Runnable&nbsp;onCompletion)
                             throws java.io.IOException</PRE>
<DL>
<DD>Creates a sound in the given URI which is partially platform specific.
 Notice that an audio is "auto destroyed" on completion and cannot be played
 twice!
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>uri</CODE> - the platform specific location for the sound<DD><CODE>onCompletion</CODE> - invoked when the audio file finishes playing, may be null
<DT><B>Returns:</B><DD>a handle that can be used to control the playback of the audio
<DT><B>Throws:</B>
<DD><CODE>java.io.IOException</CODE> - if the URI access fails</DL>
</DD>
</DL>
<HR>

<A NAME="createAudio(java.io.InputStream, java.lang.String, java.lang.Runnable)"><!-- --></A><H3>
createAudio</H3>
<PRE>
public java.lang.Object <B>createAudio</B>(java.io.InputStream&nbsp;stream,
                                    java.lang.String&nbsp;mimeType,
                                    java.lang.Runnable&nbsp;onCompletion)
                             throws java.io.IOException</PRE>
<DL>
<DD>Create the sound in the given stream
 Notice that an audio is "auto destroyed" on completion and cannot be played
 twice!
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>stream</CODE> - the stream containing the media data<DD><CODE>mimeType</CODE> - the type of the data in the stream<DD><CODE>onCompletion</CODE> - invoked when the audio file finishes playing, may be null
<DT><B>Returns:</B><DD>a handle that can be used to control the playback of the audio
<DT><B>Throws:</B>
<DD><CODE>java.io.IOException</CODE> - if the URI access fails</DL>
</DD>
</DL>
<HR>

<A NAME="playAudio(java.lang.Object)"><!-- --></A><H3>
playAudio</H3>
<PRE>
public void <B>playAudio</B>(java.lang.Object&nbsp;handle)</PRE>
<DL>
<DD>Starts playing the audio file
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>handle</CODE> - the handle object returned by create audio</DL>
</DD>
</DL>
<HR>

<A NAME="pauseAudio(java.lang.Object)"><!-- --></A><H3>
pauseAudio</H3>
<PRE>
public void <B>pauseAudio</B>(java.lang.Object&nbsp;handle)</PRE>
<DL>
<DD>Pauses the playback of the audio file
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>handle</CODE> - the handle object returned by create audio</DL>
</DD>
</DL>
<HR>

<A NAME="cleanupAudio(java.lang.Object)"><!-- --></A><H3>
cleanupAudio</H3>
<PRE>
public void <B>cleanupAudio</B>(java.lang.Object&nbsp;handle)</PRE>
<DL>
<DD>Stops the audio playback and cleans up the resources related to it immediately.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>handle</CODE> - the playback handle</DL>
</DD>
</DL>
<HR>

<A NAME="getAudioTime(java.lang.Object)"><!-- --></A><H3>
getAudioTime</H3>
<PRE>
public int <B>getAudioTime</B>(java.lang.Object&nbsp;handle)</PRE>
<DL>
<DD>Returns the time in seconds in the audio file
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>handle</CODE> - the handle object returned by create audio
<DT><B>Returns:</B><DD>time in milli seconds</DL>
</DD>
</DL>
<HR>

<A NAME="setAudioTime(java.lang.Object, int)"><!-- --></A><H3>
setAudioTime</H3>
<PRE>
public void <B>setAudioTime</B>(java.lang.Object&nbsp;handle,
                         int&nbsp;time)</PRE>
<DL>
<DD>Sets the position in the audio file
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>handle</CODE> - the handle object returned by create audio<DD><CODE>time</CODE> - in milli seconds</DL>
</DD>
</DL>
<HR>

<A NAME="getAudioDuration(java.lang.Object)"><!-- --></A><H3>
getAudioDuration</H3>
<PRE>
public int <B>getAudioDuration</B>(java.lang.Object&nbsp;handle)</PRE>
<DL>
<DD>Returns the length in seconds of the audio file
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>handle</CODE> - the handle object returned by create audio
<DT><B>Returns:</B><DD>time in milli seconds</DL>
</DD>
</DL>
<HR>

<A NAME="setVolume(int)"><!-- --></A><H3>
setVolume</H3>
<PRE>
public void <B>setVolume</B>(int&nbsp;vol)</PRE>
<DL>
<DD>Sets the media playback volume in percentage
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>vol</CODE> - the volume for media playback</DL>
</DD>
</DL>
<HR>

<A NAME="getVolume()"><!-- --></A><H3>
getVolume</H3>
<PRE>
public int <B>getVolume</B>()</PRE>
<DL>
<DD>Returns the media playback volume in percentage
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the volume percentage</DL>
</DD>
</DL>
<HR>

<A NAME="createSoftWeakRef(java.lang.Object)"><!-- --></A><H3>
createSoftWeakRef</H3>
<PRE>
public java.lang.Object <B>createSoftWeakRef</B>(java.lang.Object&nbsp;o)</PRE>
<DL>
<DD>Creates a soft/weak reference to an object that allows it to be collected
 yet caches it. This method is in the porting layer since CLDC only includes
 weak references while some platforms include nothing at all and some include
 the superior soft references.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>o</CODE> - object to cache
<DT><B>Returns:</B><DD>a caching object or null  if caching isn't supported</DL>
</DD>
</DL>
<HR>

<A NAME="extractHardRef(java.lang.Object)"><!-- --></A><H3>
extractHardRef</H3>
<PRE>
public java.lang.Object <B>extractHardRef</B>(java.lang.Object&nbsp;o)</PRE>
<DL>
<DD>Extracts the hard reference from the soft/weak reference given
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>o</CODE> - the reference returned by createSoftWeakRef
<DT><B>Returns:</B><DD>the original object submitted or null</DL>
</DD>
</DL>
<HR>

<A NAME="hasNativeTheme()"><!-- --></A><H3>
hasNativeTheme</H3>
<PRE>
public boolean <B>hasNativeTheme</B>()</PRE>
<DL>
<DD>Indicates if the implemenetation has a native underlying theme
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if the implementation has a native theme available</DL>
</DD>
</DL>
<HR>

<A NAME="installNativeTheme()"><!-- --></A><H3>
installNativeTheme</H3>
<PRE>
public void <B>installNativeTheme</B>()</PRE>
<DL>
<DD>Installs the native theme, this is only applicable if hasNativeTheme() returned true. Notice that this method
 might replace the DefaultLookAndFeel instance and the default transitions.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="copyToClipboard(java.lang.Object)"><!-- --></A><H3>
copyToClipboard</H3>
<PRE>
public void <B>copyToClipboard</B>(java.lang.Object&nbsp;obj)</PRE>
<DL>
<DD>Performs a clipboard copy operation, if the native clipboard is supported by the implementation it would be used
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>obj</CODE> - object to copy, while this can be any arbitrary object it is recommended that only Strings or LWUIT
 image objects be used to copy</DL>
</DD>
</DL>
<HR>

<A NAME="getPasteDataFromClipboard()"><!-- --></A><H3>
getPasteDataFromClipboard</H3>
<PRE>
public java.lang.Object <B>getPasteDataFromClipboard</B>()</PRE>
<DL>
<DD>Returns the current content of the clipboard
<P>
<DD><DL>

<DT><B>Returns:</B><DD>can be any object or null see copyToClipboard</DL>
</DD>
</DL>
<HR>

<A NAME="isPortrait()"><!-- --></A><H3>
isPortrait</H3>
<PRE>
public boolean <B>isPortrait</B>()</PRE>
<DL>
<DD>Returns true if the device is currently in portrait mode
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if the device is in portrait mode</DL>
</DD>
</DL>
<HR>

<A NAME="canForceOrientation()"><!-- --></A><H3>
canForceOrientation</H3>
<PRE>
public boolean <B>canForceOrientation</B>()</PRE>
<DL>
<DD>Returns true if the device allows forcing the orientation via code, feature phones do not allow this
 although some include a jad property allowing for this feature
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if lockOrientation  would work</DL>
</DD>
</DL>
<HR>

<A NAME="lockOrientation(boolean)"><!-- --></A><H3>
lockOrientation</H3>
<PRE>
public void <B>lockOrientation</B>(boolean&nbsp;portrait)</PRE>
<DL>
<DD>On devices that return true for canForceOrientation() this method can lock the device orientation
 either to portrait or landscape mode
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>portrait</CODE> - true to lock to portrait mode, false to lock to landscape mode</DL>
</DD>
</DL>
<HR>

<A NAME="isTablet()"><!-- --></A><H3>
isTablet</H3>
<PRE>
public boolean <B>isTablet</B>()</PRE>
<DL>
<DD>Indicates whether the device is a tablet, notice that this is often a guess
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true if the device is assumed to be a tablet</DL>
</DD>
</DL>
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